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神之吹息
windbot
Commits
06e2a2ad
Commit
06e2a2ad
authored
Oct 09, 2021
by
苍蓝
Browse files
Options
Browse Files
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update csz
parent
7cddc1c9
Changes
6
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Inline
Side-by-side
Showing
6 changed files
with
168 additions
and
61 deletions
+168
-61
Decks/AI_Dragun.ydk
Decks/AI_Dragun.ydk
+3
-4
Decks/AI_TheLegend.ydk
Decks/AI_TheLegend.ydk
+2
-2
Game/AI/Decks/DragunExecutor.cs
Game/AI/Decks/DragunExecutor.cs
+49
-19
Game/AI/Decks/MathMechExecutor.cs
Game/AI/Decks/MathMechExecutor.cs
+31
-7
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
+33
-9
Game/AI/Decks/TheLegendExecutor.cs
Game/AI/Decks/TheLegendExecutor.cs
+50
-20
No files found.
Decks/AI_Dragun.ydk
View file @
06e2a2ad
...
...
@@ -8,7 +8,7 @@
120110001
120110001
120155000
1201
55000
1201
94001
120194002
120194002
120194002
...
...
@@ -17,7 +17,6 @@
120194003
120151010
120151010
120151010
120110009
120110009
120110009
...
...
@@ -26,6 +25,7 @@
120120017
120120017
120120017
120194004
120151023
120151023
120151023
...
...
@@ -41,5 +41,4 @@
120150019
120150019
#extra
!side
\ No newline at end of file
Decks/AI_TheLegend.ydk
View file @
06e2a2ad
...
...
@@ -8,7 +8,7 @@
120110001
120110001
120155000
1201
55000
1201
94001
120194002
120194002
120194002
...
...
@@ -17,7 +17,6 @@
120194003
120151010
120151010
120151010
120110009
120110009
120110009
...
...
@@ -26,6 +25,7 @@
120120017
120120017
120120017
120194004
120151023
120151023
120151023
...
...
Game/AI/Decks/DragunExecutor.cs
View file @
06e2a2ad
...
...
@@ -17,6 +17,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
破坏之剑士
=
120170000
;
public
const
int
连击龙
=
120110001
;
public
const
int
人造人
=
120155000
;
public
const
int
千年盾
=
120194001
;
public
const
int
血腥魔兽人
=
120194002
;
public
const
int
圣精灵
=
120194003
;
...
...
@@ -44,22 +45,27 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
斗牛士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
千年盾
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
机器栗子
,
栗子
summon2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
//
AddExecutor(ExecutorType.Activate, CardId.死苏, 死苏effect);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
斗牛士
,
Monsterset
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
斗牛士
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
人造人
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
OrSet
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
血腥魔兽人
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
,
凤凰龙
summon
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
圣防
);
...
...
@@ -71,15 +77,14 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
对死者的供奉
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
圣精灵
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
成金恐龙王
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
DefaultDontChainMyself
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
...
...
@@ -179,8 +184,9 @@ namespace WindBot.Game.AI.Decks
}
private
bool
炸甲
Effect
()
{
if
(
Enemy
.
BattlingMonster
.
Attack
>
1500
)
return
true
;
if
(
Enemy
.
BattlingMonster
.
Attack
>
1500
)
return
true
;
if
(
Bot
.
LifePoints
<=
Enemy
.
BattlingMonster
.
Attack
)
return
true
;
if
(!
Util
.
IsOneEnemyBetterThanValue
(
1500
,
true
)
&&
Bot
.
GetSpellCountWithoutField
()
==
3
)
return
true
;
return
false
;
}
private
bool
死苏
effect
()
...
...
@@ -191,21 +197,45 @@ namespace WindBot.Game.AI.Decks
CardId
.
连击龙
,
CardId
.
人造人
,
};
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
if
(!
Bot
.
HasInGraveyard
(
targets
)
&&
!
Enemy
.
HasInGraveyard
(
targets
))
{
return
false
;
}
AI
.
SelectCard
(
targets
);
return
true
;
}
return
false
;
}
private
bool
死苏
effect2
()
{
if
(!
Util
.
IsAllEnemyBetter
(
true
))
return
false
;
ClientCard
selected
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()).
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
selected
.
Attack
>=
2400
)
List
<
ClientCard
>
cards
=
new
List
<
ClientCard
>(
Bot
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()));
cards
.
Sort
(
CardContainer
.
CompareCardAttack
);
ClientCard
selectedCard
=
null
;
for
(
int
i
=
cards
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
card
=
cards
[
i
];
if
(
card
.
Attack
<
2000
)
break
;
if
(
card
.
IsMonster
())
{
selectedCard
=
card
;
break
;
}
}
cards
=
new
List
<
ClientCard
>(
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()));
cards
.
Sort
(
CardContainer
.
CompareCardAttack
);
for
(
int
i
=
cards
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
card
=
cards
[
i
];
if
(
card
.
Attack
<
2000
)
break
;
if
(
card
.
IsMonster
()
&&
card
.
HasType
(
CardType
.
Normal
)
&&
(
selectedCard
==
null
||
card
.
Attack
>
selectedCard
.
Attack
))
{
selectedCard
=
card
;
break
;
}
}
if
(
selectedCard
!=
null
)
{
AI
.
SelectCard
(
selected
);
AI
.
SelectCard
(
selected
Card
);
return
true
;
}
return
false
;
...
...
@@ -222,13 +252,13 @@ namespace WindBot.Game.AI.Decks
}
private
bool
栗子
summon
()
{
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
0
)
)
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
Bot
.
GetMonstersInMainZone
().
Count
==
0
)
return
true
;
return
false
;
}
private
bool
栗子
summon2
()
{
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
1
)
)
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
Bot
.
GetMonstersInMainZone
().
Count
==
1
)
return
true
;
return
false
;
}
...
...
Game/AI/Decks/MathMechExecutor.cs
View file @
06e2a2ad
...
...
@@ -69,6 +69,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
瞄准鹰双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
瞄准鹰成金恐龙王
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
瞄准鹰坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
Effect
);
...
...
@@ -77,7 +78,6 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
旗兽
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
社员
,
DefaultMonsterSummon
);
...
...
@@ -267,12 +267,36 @@ namespace WindBot.Game.AI.Decks
private
bool
死苏
effect
()
{
if
(!
Util
.
IsAllEnemyBetter
(
true
))
return
false
;
ClientCard
selected
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()).
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
selected
.
Attack
>=
2400
)
List
<
ClientCard
>
cards
=
new
List
<
ClientCard
>(
Bot
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()));
cards
.
Sort
(
CardContainer
.
CompareCardAttack
);
ClientCard
selectedCard
=
null
;
for
(
int
i
=
cards
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
card
=
cards
[
i
];
if
(
card
.
Attack
<
2000
)
break
;
if
(
card
.
IsMonster
())
{
AI
.
SelectCard
(
selected
);
selectedCard
=
card
;
break
;
}
}
cards
=
new
List
<
ClientCard
>(
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()));
cards
.
Sort
(
CardContainer
.
CompareCardAttack
);
for
(
int
i
=
cards
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
card
=
cards
[
i
];
if
(
card
.
Attack
<
2000
)
break
;
if
(
card
.
IsMonster
()
&&
card
.
HasType
(
CardType
.
Normal
)
&&
(
selectedCard
==
null
||
card
.
Attack
>
selectedCard
.
Attack
))
{
selectedCard
=
card
;
break
;
}
}
if
(
selectedCard
!=
null
)
{
AI
.
SelectCard
(
selectedCard
);
return
true
;
}
return
false
;
...
...
Game/AI/Decks/SaikyoBattleFlagExecutor.cs
View file @
06e2a2ad
...
...
@@ -69,6 +69,7 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
双角兽
,
瞄准鹰双角兽
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
瞄准鹰成金恐龙王
summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
瞄准鹰坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
最强战旗
,
最强战旗
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
钢机神
,
钢机神
Effect
);
...
...
@@ -77,7 +78,6 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
工匠无人机
,
无人机
Effect
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
工匠无人机
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
突击坦克
,
突击坦克
summon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
旗兽
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
社员
,
DefaultMonsterSummon
);
...
...
@@ -267,12 +267,36 @@ namespace WindBot.Game.AI.Decks
private
bool
死苏
effect
()
{
if
(!
Util
.
IsAllEnemyBetter
(
true
))
return
false
;
ClientCard
selected
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()).
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
selected
.
Attack
>=
2400
)
List
<
ClientCard
>
cards
=
new
List
<
ClientCard
>(
Bot
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()));
cards
.
Sort
(
CardContainer
.
CompareCardAttack
);
ClientCard
selectedCard
=
null
;
for
(
int
i
=
cards
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
card
=
cards
[
i
];
if
(
card
.
Attack
<
2000
)
break
;
if
(
card
.
IsMonster
())
{
AI
.
SelectCard
(
selected
);
selectedCard
=
card
;
break
;
}
}
cards
=
new
List
<
ClientCard
>(
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()));
cards
.
Sort
(
CardContainer
.
CompareCardAttack
);
for
(
int
i
=
cards
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
card
=
cards
[
i
];
if
(
card
.
Attack
<
2000
)
break
;
if
(
card
.
IsMonster
()
&&
card
.
HasType
(
CardType
.
Normal
)
&&
(
selectedCard
==
null
||
card
.
Attack
>
selectedCard
.
Attack
))
{
selectedCard
=
card
;
break
;
}
}
if
(
selectedCard
!=
null
)
{
AI
.
SelectCard
(
selectedCard
);
return
true
;
}
return
false
;
...
...
Game/AI/Decks/TheLegendExecutor.cs
View file @
06e2a2ad
...
...
@@ -17,6 +17,7 @@ namespace WindBot.Game.AI.Decks
public
const
int
破坏之剑士
=
120170000
;
public
const
int
连击龙
=
120110001
;
public
const
int
人造人
=
120155000
;
public
const
int
千年盾
=
120194001
;
public
const
int
血腥魔兽人
=
120194002
;
public
const
int
圣精灵
=
120194003
;
...
...
@@ -44,22 +45,27 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
机器栗子
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
连击龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
斗牛士
,
斗牛士
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
斗牛士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
青眼白龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
破坏之剑士
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
连击龙
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
人造人
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
机器栗子
,
栗子
summon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
机器栗子
,
栗子
summon2
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect
);
//
AddExecutor(ExecutorType.Activate, CardId.死苏, 死苏effect);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
死苏
,
死苏
effect2
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
斗牛士
,
Monsterset
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
斗牛士
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
凤凰龙
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
对死者的供奉
,
死供
Effect
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
连击龙
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
人造人
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
MonsterSet
,
CardId
.
千年盾
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
OrSet
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
成金恐龙王
,
成金恐龙王
Summon
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
CardId
.
血腥魔兽人
);
AddExecutor
(
ExecutorType
.
Summon
,
CardId
.
凤凰龙
,
凤凰龙
summon
);
AddExecutor
(
ExecutorType
.
SpellSet
,
CardId
.
圣防
);
...
...
@@ -79,7 +85,6 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
青眼白龙
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
Repos
,
CardId
.
破坏之剑士
,
圣防
Repos
);
AddExecutor
(
ExecutorType
.
SummonOrSet
,
DefaultMonsterSummon
);
AddExecutor
(
ExecutorType
.
Repos
,
DefaultMonsterRepos
);
AddExecutor
(
ExecutorType
.
SpellSet
);
//AddExecutor(ExecutorType.Activate, CardId.sionmax, sionmaxEffect);
...
...
@@ -179,8 +184,9 @@ namespace WindBot.Game.AI.Decks
}
private
bool
炸甲
Effect
()
{
if
(
Enemy
.
BattlingMonster
.
Attack
>
1500
)
return
true
;
if
(
Enemy
.
BattlingMonster
.
Attack
>
1500
)
return
true
;
if
(
Bot
.
LifePoints
<=
Enemy
.
BattlingMonster
.
Attack
)
return
true
;
if
(!
Util
.
IsOneEnemyBetterThanValue
(
1500
,
true
)
&&
Bot
.
GetSpellCountWithoutField
()
==
3
)
return
true
;
return
false
;
}
private
bool
死苏
effect
()
...
...
@@ -191,21 +197,45 @@ namespace WindBot.Game.AI.Decks
CardId
.
连击龙
,
CardId
.
人造人
,
};
if
(!
Bot
.
HasInGraveyard
(
targets
)
||
!
Enemy
.
HasInGraveyard
(
targets
))
if
(!
Bot
.
HasInGraveyard
(
targets
)
&&
!
Enemy
.
HasInGraveyard
(
targets
))
{
return
false
;
}
AI
.
SelectCard
(
targets
);
return
true
;
}
return
false
;
}
private
bool
死苏
effect2
()
{
if
(!
Util
.
IsAllEnemyBetter
(
true
))
return
false
;
ClientCard
selected
=
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()).
OrderByDescending
(
card
=>
card
.
Attack
).
FirstOrDefault
();
if
(
selected
.
Attack
>=
2400
)
List
<
ClientCard
>
cards
=
new
List
<
ClientCard
>(
Bot
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()));
cards
.
Sort
(
CardContainer
.
CompareCardAttack
);
ClientCard
selectedCard
=
null
;
for
(
int
i
=
cards
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
card
=
cards
[
i
];
if
(
card
.
Attack
<
2000
)
break
;
if
(
card
.
IsMonster
())
{
selectedCard
=
card
;
break
;
}
}
cards
=
new
List
<
ClientCard
>(
Enemy
.
Graveyard
.
GetMatchingCards
(
card
=>
card
.
IsCanRevive
()));
cards
.
Sort
(
CardContainer
.
CompareCardAttack
);
for
(
int
i
=
cards
.
Count
-
1
;
i
>=
0
;
--
i
)
{
ClientCard
card
=
cards
[
i
];
if
(
card
.
Attack
<
2000
)
break
;
if
(
card
.
IsMonster
()
&&
card
.
HasType
(
CardType
.
Normal
)
&&
(
selectedCard
==
null
||
card
.
Attack
>
selectedCard
.
Attack
))
{
selectedCard
=
card
;
break
;
}
}
if
(
selectedCard
!=
null
)
{
AI
.
SelectCard
(
selected
);
AI
.
SelectCard
(
selected
Card
);
return
true
;
}
return
false
;
...
...
@@ -222,13 +252,13 @@ namespace WindBot.Game.AI.Decks
}
private
bool
栗子
summon
()
{
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
0
)
)
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
Bot
.
GetMonstersInMainZone
().
Count
==
0
)
return
true
;
return
false
;
}
private
bool
栗子
summon2
()
{
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
(
Bot
.
GetMonstersInMainZone
().
Count
==
1
)
)
if
(
Bot
.
HasInGraveyard
(
CardId
.
机器栗子
)
&&
Bot
.
GetMonstersInMainZone
().
Count
==
1
)
return
true
;
return
false
;
}
...
...
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